The Plugin Rendering Interface

Previous: \ref man_3_rendering


One way to connect trueSKY to a game or simulation engine is using the Plugin Rendering Interface. A dynamic link library or dll called PluginRenderInterface.dll (or similar) is loaded, dynamically, from within the game engine. The exported functions are used to perform sky rendering per-frame for each view.

    int  StaticInitInterface();
    void StaticSetMemoryInterface(MemoryInterface *);
    int  StaticShutDownInterface(  );
    void StaticSetDebugOutputCallback(FLogCallback);
    void StaticSetGraphicsDevice(void* device, GraphicsDeviceType deviceType,GraphicsEventType eventType);
    int  StaticPushPath(const char*,const char*);
    void StaticSetFileLoader(simul::base::FileLoader *);
    int  StaticGetOrAddView( void *);
    int  StaticGetLightningBolts(LightningBolt *,int maxb);
    int  StaticSpawnLightning(const float startpos[3],const float endpos[3],float magnitude,const float colour[3]);
    int  StaticRenderFrame(void* device,void* deviceContext,int view_id
            ,float* viewMatrix4x4
            ,float* projMatrix4x4
            ,void* depthTexture
            ,void* depthResource
            ,int4 depthViewport
            ,const Viewport *v
            ,PluginStyle s
            ,float exposure
            ,float gamma
            ,int framenumber
            ,const float *nvMultiResConstants);
    int StaticCopySkylight(void *pContext
                                                                                            ,int cube_id
                                                                                            ,float* shValues
                                                                                            ,int shOrder
                                                                                            ,void *targetTex
                                                                                            ,const float *engineToSimulMatrix4x4);
    int StaticRenderOverlays(void* device,void* deviceContext,void* depthTexture,const float* viewMatrix4x4,const float* projMatrix4x4,int view_id);
    int StaticTick( float deltaTime );
    int StaticOnDeviceChanged( void * device );
    void* StaticGetEnvironment();
    int StaticSetSequence( std::string sequenceInputText );
    class UE4PluginRenderInterface* StaticGetRenderInterfaceInstance();
    void StaticSetPointLight(int id,const float pos[3],float radius,float maxradius,const float radiant_flux[3]);
    void StaticCloudPointQuery(int id,const float *pos, VolumeQueryResult *res);
    void StaticCloudLineQuery(int id,const float *startpos,const float *endpos, LineQueryResult *res);
    
    voidStaticSetRenderTexture(const char *name, void* texturePtr);
    voidStaticSetMatrix4x4(const char *name, const float []);
    
    void StaticSetRender( const char *name,int num_params,const Variant32 *params);
    void StaticSetRenderBool( const char *name,bool value );
    bool StaticGetRenderBool( const char *name );
    void StaticSetRenderFloat( const char *name,float value );
    float StaticGetRenderFloat( const char *name );
    
    void StaticSetRenderInt( const char *name,int value );
    int StaticGetRenderInt( const char *name,int num_params,const Variant32 *params);

    void StaticSetRenderString( const char *name,const FString &value );
    void StaticGetRenderString( const char *name ,char* value,int len);
    bool StaticTriggerAction( const char *name );
    
    
    void StaticExportCloudLayerToGeometry(const char *filenameUtf8,int index);

    void StaticSetKeyframeFloat(unsigned,const char *name, float value);
    float StaticGetKeyframeFloat(unsigned,const char *name);
    void StaticSetKeyframeInt(unsigned,const char *name, int value);
    int StaticGetKeyframeInt(unsigned,const char *name);

    float StaticGetRenderFloatAtPosition(const char* name,const float *pos);

    bool StaticFillColourTable(unsigned uid,int x,int y,int z,float *target);

Next: \ref man_5_classes